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I think 3 Breakthroughs Are a bit much, and online finish, they wont project your monster by battle, and that is pretty important if you want to keep Yamato alive, Susanoo is a bit better off. Since Im on a phone I cant see what Grepher is easily, so Ill comment on that later. extra seems fine, but 3 Susanoo is not needed really. Get other stuff instead.

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My suggestions:

 

i6u00PB.png

 

-1 Murakumo (you can only activate 1 per turn anyway)

-2 Lightray Grepher (I see you're trying to make Rise a card, but Yamato wins games by himself)

-2 Forbidden Chalice

-1 Rise of the Bujin (You need 2 at MAX and these are just for back-up)

-3 Breakthroughs (good, but not for this deck)

 

-1 Susanoo (It's a winmoar card, you don't need 3. 2 is fine)

-1 Ptolemys M7 (You only need 1)

-1 C39 (It's meh)

 

+1 Bear (Bear engine)

+1 Forbidden Dress (for anti-Destruction)

+2 Forbidden Lance (Because it's too good)

+2 Compulsory

+2 Fiendish Chain (It's better for the deck since it saves Yamato from attacks also)

+2 The Bujin Armament Apparition (MST Bait if any and helps control both your hand, and Graveyard)

 

+1 Dire Wolf

+1 Papiloperative

+1 Blackship

 

My tech:

+1 Beckoning Light

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